Closing in on the home stretch. Brought in proper occlusion shadows from Cycles, made the shading toonier in most places to match the thick lines, and starting to think about a background.

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Monochrome sketches for
I wanted to try sort of an ink style, only two values, light and shadow/ambient occlusion.

These were also requests for patrons *cough* https://t.co/bMRtbgKaXR

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More progress made! Now I have mostly figured out the other elements within the light and shadow groups, such as Reflected Light, some Rim, a little bit of Ambient Occlusion, more halftones and some highlight.

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Some more progress! Ambient Occlusion is an interesting but difficult step. I still don't think I have it fully down yet. You know you're doing good though if it looks good even if you turn off the lines layer.

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Playing around with a new painting style. Really liking this way of doing lighting and ambient occlusion.

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Fairy Tale RPG textures are kind of a mess. Not easy to grab easily with proper names, or merge multiple textures into one, so here's Natsu's body texture :v

Most of the details are heavily relied on occlusion.

Steam Version Diffuse - 1024x1024
Switch Version Diffuse - 512x512

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Hornbill study from photo reference! Photo reference by ZooTampa at Lowry Park. Im actually starting to understand color and light 😭 I'm so happy!
https://t.co/G3RPbFAVE3
Check out "Ambient Occlusion (and ambient light) for painters" by Marco Bucci, SO HELPFUL!!!

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I keep forgetting to turn the lighting engine and ambient occlusion on in Photoshop.

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After a large time making and fixing Uvs the model is ready to paint!! And I think it looks already awesome, so proud of it 😭



This is the ambient occlusion map:

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Another map commission, this one including both brand new art and edit/fixing already existing assets, plus an overhaul on the whole thing for some consistence (ambient occlusion, temperature, dirt, etc).

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Fixed a calculation reduction problem, for some time failed to get "most occlusion level needed", and was using always 0 for the calculation resulted in weird lines except "visible". Now fixed.

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Pronto! Aqui, ó: cycles / eevee

O vidro ficou completamente zoado kjsdjfslkfjlf
Também fica devendo muito em ambient occlusion
Mas pra mim o que mais faz falta é o SSS, a luz passando por dentro das coisas tipo na orelha e dando aquele vermelho que faz toda a dif pra pele

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(1/3) Some important model trends today for include earlier occlusion in the GFS, which means a symmetric moisture ball wraps up sooner (green colors). The result is a transition from subtropical to a tighter tropical structure just before landfall.

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Kept working on the new SDFGI today and solving the remaining leaks/occlusion issues, now its near perfect. The quality of this appears to be so good that I'm beginning to refuse believing that this is working. It's probably broken and looks correct because of a bug.

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Trying something new by doing a direct lighting and ambient occlusion pass before introducing color

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Dusting off some code for Added material colors, specular highlights, soft shadows, and ambient occlusion.

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O tal do "Occlusion Painting" ae
Aliás esse método é MUITO útil, principalmente pro pessoal quem tem alergia a line skks recomendo

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last week on the umbreon study we did eyes, nose, super occlusion (on armpits and stuff), and juice. full pic exists

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Bambi // Bambient Occlusion

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